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Revision: 1.116
Committed: Sun Apr 4 04:10:47 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +1 -1 lines
Log Message:
tuning

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.80 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.30 *
4 root 1.107 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.108 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.30 *
8 root 1.98 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.30 *
13 root 1.68 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.30 *
18 root 1.98 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.65 *
22 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.30 */
24 elmex 1.1
25     #include <global.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196 root 1.9 "Watch out, your mind is going!",
197 root 1.28 "Your spirit feels drained!",
198 root 1.27 "Your face gets distorted!",
199 elmex 1.1 };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204 root 1.27 "You feel your memory return.",
205 elmex 1.1 "You feel your wisdom return.",
206 root 1.28 "You feel your spirits return.",
207 elmex 1.1 "You feel your charisma return.",
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213 root 1.27 "You feel smarter.",
214 root 1.9 "You feel wiser.",
215 root 1.28 "You feel more potent.",
216 root 1.9 "You seem to look better.",
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222 root 1.27 "You feel stupid!",
223 root 1.9 "You lose some of your memory!",
224 root 1.28 "You feel less potent!",
225 root 1.9 "You look ugly!",
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 elmex 1.1 };
235    
236     /*
237     * Like set_attr_value(), but instead the value (which can be negative)
238     * is added to the specified stat.
239     */
240     void
241 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243 root 1.50 stats->stat (attr) += value;
244     }
245 root 1.19
246 elmex 1.1 /*
247     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248     * 1-30 stat limit.
249     */
250 root 1.9 void
251 root 1.19 check_stat_bounds (living *stats)
252 root 1.9 {
253 root 1.50 for (int i = 0; i < NUM_STATS; i++)
254     {
255     sint8 &v = stats->stat (i);
256     v = clamp (v, MIN_STAT, MAX_STAT);
257     }
258 elmex 1.1 }
259    
260     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261    
262     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263     * make this macro to clean those up. Not usuable outside change_abil
264     * function since some of the values passed to new_draw_info are hardcoded.
265     */
266     #define DIFF_MSG(flag, msg1, msg2) \
267 root 1.107 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 elmex 1.1
269     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 root 1.9
271 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
272     * the object.
273     * It is the calling functions responsibilty to check to see if the object
274     * can be applied or not.
275     * The main purpose of calling this function is the messages that are
276 root 1.48 * displayed - update_stats should really always be called after this when
277 elmex 1.1 * removing an object - that is because it is impossible to know if some object
278     * is the only source of an attacktype or spell attunement, so this function
279     * will clear the bits, but the player may still have some other object
280     * that gives them that ability.
281     */
282 root 1.9 int
283     change_abil (object *op, object *tmp)
284     {
285 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286     int success = 0;
287 root 1.9 char message[MAX_BUF];
288     int potion_max = 0;
289    
290 root 1.84 // keep some stats for comparison purposes
291 root 1.83 object::flags_t prev_flag = op->flag;
292     MoveType prev_move_type = op->move_type;
293     sint16 prev_resist [NROFATTACKS]; // clumsy
294     assert (sizeof (prev_resist) == sizeof (op->resist));
295     memcpy (prev_resist, op->resist, sizeof (prev_resist));
296 root 1.9
297     if (op->type == PLAYER)
298     {
299     if (tmp->type == POTION)
300     {
301     potion_max = 1;
302 root 1.84
303 root 1.51 for (int j = 0; j < NUM_STATS; j++)
304 root 1.9 {
305 root 1.51 int ostat = op->contr->orig_stats.stat (j);
306     int i = tmp->stats.stat (j);
307 root 1.9
308     /* nstat is what the stat will be after use of the potion */
309 root 1.51 int nstat = flag * i + ostat;
310 root 1.9
311 root 1.84 /* Do some bounds checking. There is the potential for potions
312 root 1.9 * that adjust that stat by more than one point, so we need
313     * to allow for that.
314     */
315     if (nstat < 1 && i * flag < 0)
316     nstat = 1;
317 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
318     nstat = 20 + op->arch->stats.stat (j);
319 root 1.20
320 root 1.9 if (nstat != ostat)
321     {
322 root 1.50 op->contr->orig_stats.stat (j) = nstat;
323 root 1.9 potion_max = 0;
324 root 1.3 }
325 root 1.9 else if (i)
326     {
327     /* potion is useless - player has already hit the natural maximum */
328     potion_max = 1;
329 root 1.3 }
330     }
331 root 1.20
332 root 1.9 /* This section of code ups the characters normal stats also. I am not
333     * sure if this is strictly necessary, being that fix_player probably
334     * recalculates this anyway.
335     */
336 root 1.51 for (int j = 0; j < NUM_STATS; j++)
337 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338 root 1.20
339 root 1.48 check_stat_bounds (&op->stats);
340 root 1.9 } /* end of potion handling code */
341     }
342    
343 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
344 root 1.9 * everything to set
345     */
346     if (flag == -1)
347     {
348 root 1.48 op->attacktype &= ~tmp->attacktype;
349     op->path_attuned &= ~tmp->path_attuned;
350 root 1.9 op->path_repelled &= ~tmp->path_repelled;
351 root 1.48 op->path_denied &= ~tmp->path_denied;
352 root 1.9 /* Presuming here that creatures only have move_type,
353     * and not the other move_ fields.
354     */
355 root 1.48 op->move_type &= ~tmp->move_type;
356 elmex 1.1 }
357    
358 root 1.9 /* call fix_player since op object could have whatever attribute due
359 root 1.51 * to multiple items. if update_stats always has to be called after
360 root 1.9 * change_ability then might as well call it from here
361     */
362 root 1.19 op->update_stats ();
363 root 1.9
364 root 1.51 /* update_stats won't add the bows ability to the player, so don't
365 root 1.9 * print out message if this is a bow.
366     */
367     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368     {
369     success = 1;
370     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
371     }
372 root 1.20
373 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
374 root 1.9 {
375     success = 1;
376     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
377     }
378 root 1.20
379 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
380 root 1.9 {
381     success = 1;
382     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
383     }
384 root 1.20
385 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
386 root 1.9 {
387     success = 1;
388     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389     }
390 root 1.20
391 root 1.9 /* movement type has changed. We don't care about cases where
392     * user has multiple items giving the same type appled like we
393     * used to - that is more work than what we gain, plus messages
394     * can be misleading (a little higher could be miscontrued from
395     * from fly high)
396     */
397 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
398 root 1.9 {
399     success = 1;
400 elmex 1.1
401 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
402     * status doesn't make a difference if you are flying high
403     */
404     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405     {
406 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
407 root 1.3 }
408    
409 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
410     {
411     /* double conditional - second case covers if you have move_fly_low -
412     * in that case, you don't actually land
413     */
414 root 1.51 DIFF_MSG (flag, "You soar into the air!",
415 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 root 1.3 }
417 root 1.48
418 root 1.9 if (tmp->move_type & MOVE_SWIM)
419     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420 elmex 1.1 }
421    
422 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
423     * originally undead may change their status
424     */
425 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
426     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 root 1.9 {
428     success = 1;
429     if (flag > 0)
430     {
431     op->race = "undead";
432     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433     }
434     else
435     {
436 root 1.67 op->race = op->arch->race;
437 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438     }
439     }
440 elmex 1.1
441 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 root 1.9 {
443     success = 1;
444     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 elmex 1.1 }
446 root 1.20
447 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 root 1.9 {
449     success = 1;
450     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 elmex 1.1 }
452 root 1.20
453 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
454     * vision
455     */
456 root 1.83 if (tmp->flag [FLAG_BLIND])
457 root 1.9 {
458     success = 1;
459     if (flag > 0)
460     {
461 root 1.83 if (op->flag [FLAG_WIZ])
462 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463     else
464     {
465     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466     SET_FLAG (op, FLAG_BLIND);
467     if (op->type == PLAYER)
468     op->contr->do_los = 1;
469 root 1.3 }
470 root 1.9 }
471     else
472     {
473 root 1.83 if (op->flag [FLAG_WIZ])
474 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475     else
476     {
477     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478     CLEAR_FLAG (op, FLAG_BLIND);
479     if (op->type == PLAYER)
480     op->contr->do_los = 1;
481 root 1.3 }
482     }
483 elmex 1.1 }
484    
485 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 root 1.9 {
487     success = 1;
488     if (op->type == PLAYER)
489     op->contr->do_los = 1;
490     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 elmex 1.1 }
492    
493 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 root 1.9 {
495     success = 1;
496     if (flag > 0)
497     {
498 root 1.83 if (op->flag [FLAG_WIZ])
499 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500     else
501     {
502     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503     if (op->type == PLAYER)
504     op->contr->do_los = 1;
505 root 1.3 }
506 root 1.9 }
507     else
508     {
509 root 1.83 if (op->flag [FLAG_WIZ])
510 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511     else
512     {
513     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514     if (op->type == PLAYER)
515     op->contr->do_los = 1;
516 root 1.3 }
517     }
518 elmex 1.1 }
519    
520 root 1.9 if (tmp->stats.luck)
521     {
522     success = 1;
523     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 elmex 1.1 }
525    
526 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
527     {
528     success = 1;
529     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 elmex 1.1 }
531    
532 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533     {
534     success = 1;
535     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 elmex 1.1 }
537    
538 root 1.9 /* for the future when artifacts set this -b.t. */
539     if (tmp->stats.grace && op->type == PLAYER)
540     {
541     success = 1;
542     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 elmex 1.1 }
544    
545 root 1.9 if (tmp->stats.food && op->type == PLAYER)
546     {
547     success = 1;
548     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 elmex 1.1 }
550    
551 root 1.9 /* Messages for changed resistance */
552 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
553 root 1.9 {
554     if (i == ATNR_PHYSICAL)
555     continue; /* Don't display about armour */
556    
557 root 1.83 if (op->resist [i] != prev_resist [i])
558 root 1.9 {
559     success = 1;
560 root 1.83
561     if (op->resist [i] > prev_resist [i])
562     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 root 1.9 else
564 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 root 1.9
566     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 root 1.3 }
568 elmex 1.1 }
569    
570 elmex 1.18 if (!potion_max)
571 root 1.84 for (int j = 0; j < NUM_STATS; j++)
572     if (int i = tmp->stats.stat (j))
573 root 1.9 {
574 root 1.84 success = 1;
575     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 root 1.3 }
577 root 1.20
578 root 1.9 return success;
579 elmex 1.1 }
580    
581     /*
582     * Stat draining by Vick 930307
583     * (Feeling evil, I made it work as well now. -Frank 8)
584     */
585 root 1.9 void
586 root 1.19 object::drain_stat ()
587 root 1.9 {
588 root 1.33 drain_specific_stat (rndm (NUM_STATS));
589 elmex 1.1 }
590    
591 root 1.9 void
592 root 1.19 object::drain_specific_stat (int deplete_stats)
593 root 1.9 {
594 elmex 1.1 object *tmp;
595     archetype *at;
596    
597 root 1.100 at = archetype::find (shstr_depletion);
598 root 1.9 if (!at)
599     {
600     LOG (llevError, "Couldn't find archetype depletion.\n");
601     return;
602     }
603     else
604     {
605 root 1.19 tmp = present_arch_in_ob (at, this);
606    
607 root 1.9 if (!tmp)
608     {
609 root 1.105 tmp = at->instance ();
610 root 1.19 tmp = insert_ob_in_ob (tmp, this);
611 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
612     }
613     }
614    
615 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
617 root 1.19 update_stats ();
618 elmex 1.1 }
619    
620     /*
621     * A value of 0 indicates timeout, otherwise change the luck of the object.
622     * via an applied bad_luck object.
623     */
624 root 1.9 void
625 root 1.19 object::change_luck (int value)
626 root 1.9 {
627 root 1.100 archetype *at = archetype::find (shstr_luck);
628 elmex 1.1 if (!at)
629 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
630     else
631     {
632 root 1.19 object *tmp = present_arch_in_ob (at, this);
633    
634 root 1.9 if (!tmp)
635     {
636     if (!value)
637     return;
638 root 1.19
639 root 1.105 tmp = at->instance ();
640 root 1.19 tmp = insert_ob_in_ob (tmp, this);
641 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
642     }
643 root 1.19
644 root 1.9 if (value)
645     {
646     /* Limit the luck value of the bad luck object to +/-100. This
647     * (arbitrary) value prevents overflows (both in the bad luck object and
648     * in op itself).
649     */
650 root 1.19 int new_luck = tmp->stats.luck + value;
651    
652 root 1.9 if (new_luck >= -100 && new_luck <= 100)
653     {
654 root 1.19 stats.luck += value;
655 root 1.9 tmp->stats.luck = new_luck;
656     }
657     }
658     else
659     {
660     if (!tmp->stats.luck)
661 root 1.19 return;
662    
663 root 1.9 /* Randomly change the players luck. Basically, we move it
664     * back neutral (if greater>0, subtract, otherwise add)
665     */
666 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 root 1.9 {
668     int diff = tmp->stats.luck > 0 ? -1 : 1;
669    
670 root 1.19 stats.luck += diff;
671 root 1.9 tmp->stats.luck += diff;
672     }
673     }
674 elmex 1.1 }
675     }
676    
677     /*
678     * Subtracts stat-bonuses given by the class which the player has chosen.
679     */
680 root 1.9 void
681 root 1.19 object::remove_statbonus ()
682 root 1.9 {
683 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
684     {
685 root 1.67 sint8 v = arch->stats.stat (i);
686 root 1.51 stats.stat (i) -= v;
687     contr->orig_stats.stat (i) -= v;
688     }
689 elmex 1.1 }
690    
691     /*
692     * Adds stat-bonuses given by the class which the player has chosen.
693     */
694 root 1.9 void
695 root 1.19 object::add_statbonus ()
696 root 1.9 {
697 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
698     {
699 root 1.67 sint8 v = arch->stats.stat (i);
700 root 1.51 stats.stat (i) += v;
701     contr->orig_stats.stat (i) += v;
702     }
703 elmex 1.1 }
704    
705 root 1.74 /* These are the items that currently can change digestion, regeneration,
706     * spell point recovery and mana point recovery. Seems sort of an arbitary
707     * list, but other items store other info into stats array.
708     */
709     static struct digest_types : std::bitset<NUM_TYPES>
710     {
711     digest_types ()
712     {
713     set (WEAPON);
714     set (BOW);
715     set (ARMOUR);
716     set (HELMET);
717     set (SHIELD);
718     set (RING);
719     set (BOOTS);
720     set (GLOVES);
721     set (AMULET);
722     set (GIRDLE);
723     set (BRACERS);
724     set (CLOAK);
725     set (DISEASE);
726     set (FORCE);
727     set (SKILL);
728     }
729     } digest_types;
730    
731     static struct copy_flags : object::flags_t
732     {
733     copy_flags ()
734     {
735     set (FLAG_LIFESAVE);
736     set (FLAG_REFL_SPELL);
737     set (FLAG_REFL_MISSILE);
738     set (FLAG_STEALTH);
739     set (FLAG_XRAYS);
740     set (FLAG_BLIND);
741     set (FLAG_SEE_IN_DARK);
742     }
743     } copy_flags;
744    
745 elmex 1.1 /*
746     * Updates all abilities given by applied objects in the inventory
747     * of the given object. Note: This function works for both monsters
748     * and players; the "player" in the name is purely an archaic inheritance.
749     * This functions starts from base values (archetype or player object)
750     * and then adjusts them according to what the player has equipped.
751 root 1.36 *
752     * July 95 - inserted stuff to handle new skills/exp system - b.t.
753     * spell system split, grace points now added to system --peterm
754 elmex 1.1 */
755 root 1.9 void
756 root 1.19 object::update_stats ()
757 root 1.9 {
758 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
759 root 1.9 int weapon_weight = 0, weapon_speed = 0;
760     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 root 1.24 float old_speed = speed;
764 root 1.75 int stat_sum [NUM_STATS];
765 root 1.9
766 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
767    
768 root 1.9 /* First task is to clear all the values back to their original values */
769 root 1.19 if (type == PLAYER)
770 root 1.9 {
771 root 1.102 contr->delayed_update = false;
772    
773 root 1.75 for (int i = 0; i < NUM_STATS; i++)
774     stat_sum [i] = contr->orig_stats.stat (i);
775 root 1.19
776 root 1.9 if (settings.spell_encumbrance == TRUE)
777 root 1.19 contr->encumbrance = 0;
778 root 1.9
779 root 1.19 attacktype = 0;
780 root 1.39
781     contr->digestion = 0;
782     contr->gen_hp = 0;
783     contr->gen_sp = 0;
784     contr->gen_grace = 0;
785 root 1.19 contr->gen_sp_armour = 10;
786 root 1.39 contr->item_power = 0;
787 root 1.9 }
788    
789 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
790     slot[i].used = slot[i].info;
791 root 1.19
792     slaying = 0;
793 root 1.9
794 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
795 root 1.9 {
796 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
797     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 root 1.9 }
799    
800 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
801     CLEAR_FLAG (this, FLAG_STEALTH);
802     CLEAR_FLAG (this, FLAG_BLIND);
803    
804 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
805     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
806     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
807     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
808    
809     path_attuned = arch->path_attuned;
810     path_repelled = arch->path_repelled;
811     path_denied = arch->path_denied;
812     glow_radius = arch->glow_radius;
813     move_type = arch->move_type;
814 root 1.39
815 root 1.9 /* initializing resistances from the values in player/monster's
816     * archetype clone
817     */
818 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
819 root 1.9
820 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
821 root 1.9 {
822 root 1.19 if (resist[i] > 0)
823 root 1.113 prot[i] = resist[i], vuln[i] = 0;
824 root 1.9 else
825 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
826 root 1.46
827 root 1.113 potion_resist[i] = -1000;
828 root 1.9 }
829    
830 root 1.67 wc = arch->stats.wc;
831     stats.dam = arch->stats.dam;
832 root 1.9
833     /* for players which cannot use armour, they gain AC -1 per 3 levels,
834     * plus a small amount of physical resist, those poor suckers. ;)
835     * the fact that maxlevel is factored in could be considered sort of bogus -
836     * we should probably give them some bonus and cap it off - otherwise,
837     * basically, if a server updates its max level, these playes may find
838     * that their protection from physical goes down
839     */
840 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 root 1.9 {
842 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
843 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 elmex 1.1 }
845 root 1.9 else
846 root 1.67 ac = arch->stats.ac;
847 root 1.9
848 root 1.67 stats.luck = arch->stats.luck;
849     speed = arch->speed;
850 root 1.9
851 root 1.115 chosen_skill = 0;
852    
853 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
854     * now go through and make adjustments for what the player has equipped.
855     */
856 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
857 root 1.9 {
858     /* This happens because apply_potion calls change_abil with the potion
859 root 1.40 * applied so we can tell the player what changed. But change_abil
860 root 1.9 * then calls this function.
861     */
862     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 root 1.19 continue;
864 root 1.3
865 root 1.94 glow_radius += tmp->glow_radius;
866 root 1.64
867 root 1.9 /* For some things, we don't care what is equipped */
868     if (tmp->type == SKILL)
869     {
870     /* Want to take the highest skill here. */
871     if (IS_MANA_SKILL (tmp->subtype))
872     {
873     if (!mana_obj)
874     mana_obj = tmp;
875     else if (tmp->level > mana_obj->level)
876     mana_obj = tmp;
877     }
878 root 1.19
879 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
880     {
881     if (!grace_obj)
882     grace_obj = tmp;
883     else if (tmp->level > grace_obj->level)
884     grace_obj = tmp;
885 root 1.3 }
886     }
887    
888 root 1.85 /* Container objects are not meant to adjust players, but other applied
889 root 1.9 * objects need to make adjustments.
890     * This block should handle all player specific changes
891     * The check for Praying is a bit of a hack - god given bonuses are put
892     * in the praying skill, and the player should always get those.
893     * It also means we need to put in additional checks for applied below,
894     * because the skill shouldn't count against body positions being used
895     * up, etc.
896     */
897 root 1.49 if ((tmp->flag [FLAG_APPLIED]
898 root 1.39 && tmp->type != CONTAINER
899     && tmp->type != CLOSE_CON)
900 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 root 1.9 {
902 root 1.19 if (type == PLAYER)
903 root 1.9 {
904 root 1.69 contr->item_power += tmp->item_power;
905    
906 root 1.74 for (int i = 0; i < NUM_STATS; i++)
907 root 1.103 stat_sum [i] += tmp->stats.stat (i);
908 root 1.9
909 root 1.74 if (digest_types [tmp->type])
910 root 1.9 {
911 root 1.75 contr->digestion += tmp->stats.food;
912 root 1.19 contr->gen_hp += tmp->stats.hp;
913 root 1.87 if (tmp->type != BOW) // ugly exception for bows
914     contr->gen_sp += tmp->stats.sp;
915 root 1.19 contr->gen_grace += tmp->stats.grace;
916     contr->gen_sp_armour += tmp->gen_sp_armour;
917 root 1.3 }
918 root 1.9 } /* if this is a player */
919 root 1.46 else
920     {
921     if (tmp->type == WEAPON)
922     current_weapon = tmp;
923     }
924 root 1.3
925 root 1.9 /* Update slots used for items */
926 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
927 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
928 root 1.47 slot[i].used += tmp->slot[i].info;
929 root 1.3
930 root 1.9 if (tmp->type == SYMPTOM)
931 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
932 root 1.3
933 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
934 root 1.34 * (Negative protections are calculated exactly like positive.)
935 root 1.9 * Resistance from potions are treated special as well. If there's
936     * more than one potion-effect, the bigger prot.-value is taken.
937     */
938 root 1.112 if (tmp->type == POTION_EFFECT)
939     for (int i = 0; i < NROFATTACKS; i++)
940 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
941 root 1.112 else if (tmp->type != POTION)
942     for (int i = 0; i < NROFATTACKS; i++)
943     if (tmp->resist[i] > 0)
944     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945     else if (tmp->resist[i] < 0)
946     vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947 root 1.9
948     /* There may be other things that should not adjust the attacktype */
949 root 1.53 if (tmp->type != SYMPTOM)
950 root 1.46 {
951     attacktype |= tmp->attacktype;
952     path_attuned |= tmp->path_attuned;
953     path_repelled |= tmp->path_repelled;
954     path_denied |= tmp->path_denied;
955     move_type |= tmp->move_type;
956     stats.luck += tmp->stats.luck;
957     }
958 root 1.19
959 root 1.74 flag |= tmp->flag & copy_flags;
960 root 1.9
961 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
962 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
963 root 1.9
964 root 1.115 //TODO: copy_flags?
965 root 1.9 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966     {
967 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
968     invisible = 1;
969 root 1.9 }
970    
971     if (tmp->stats.exp && tmp->type != SKILL)
972     {
973     if (tmp->stats.exp > 0)
974     {
975 root 1.40 added_speed += tmp->stats.exp / 3.f;
976 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 root 1.3 }
978 root 1.9 else
979 root 1.40 added_speed += tmp->stats.exp;
980 root 1.3 }
981    
982 root 1.9 switch (tmp->type)
983     {
984 root 1.10 case SKILL:
985 root 1.63 {
986 root 1.115 // some skills will end up here without counting as "applied"
987 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
988 root 1.63 break;
989    
990     if (chosen_skill)
991     {
992     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993     &name, &chosen_skill->name, &tmp->name);
994    
995     tmp->flag [FLAG_APPLIED] = false;
996     update_stats ();
997     return;
998     }
999 root 1.115
1000     chosen_skill = tmp;
1001 root 1.63
1002     if (tmp->stats.dam > 0)
1003     { /* skill is a 'weapon' */
1004     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1005 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
1006 root 1.63
1007     weapon_weight = tmp->weight;
1008     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1009    
1010     if (tmp->magic)
1011     stats.dam += tmp->magic;
1012     }
1013 root 1.3
1014 root 1.63 if (tmp->stats.wc)
1015     wc -= tmp->stats.wc + tmp->magic;
1016 root 1.19
1017 root 1.63 if (tmp->slaying)
1018     slaying = tmp->slaying;
1019 root 1.19
1020 root 1.63 if (tmp->stats.ac)
1021     ac -= tmp->stats.ac + tmp->magic;
1022 root 1.3
1023 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1024 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1025 root 1.63 }
1026 root 1.19
1027 root 1.10 break;
1028 root 1.3
1029 root 1.10 case SHIELD:
1030 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1031 root 1.110 contr->encumbrance += tmp->weight / 2000;
1032     //FALLTHROUGH
1033 root 1.10 case RING:
1034     case AMULET:
1035     case GIRDLE:
1036     case HELMET:
1037     case BOOTS:
1038     case GLOVES:
1039     case CLOAK:
1040     if (tmp->stats.wc)
1041 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1042 root 1.19
1043 root 1.10 if (tmp->stats.dam)
1044 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1045 root 1.19
1046 root 1.10 if (tmp->stats.ac)
1047 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1048 root 1.19
1049 root 1.10 break;
1050    
1051 root 1.109 case WAND:
1052     case ROD:
1053     case HORN:
1054     break;
1055    
1056 root 1.45 case BOW:
1057 root 1.10 case WEAPON:
1058 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1059 root 1.109
1060 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1061     ac -= tmp->stats.ac + tmp->magic;
1062 root 1.45
1063 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1064     weapon_weight = tmp->weight;
1065     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1066    
1067     if (weapon_speed < 0)
1068     weapon_speed = 0;
1069    
1070     slaying = tmp->slaying;
1071    
1072     /* If there is desire that two handed weapons should do
1073     * extra strength damage, this is where the code should
1074     * go.
1075     */
1076    
1077     if (type == PLAYER)
1078     if (settings.spell_encumbrance)
1079     contr->encumbrance += tmp->weight * 3 / 1000;
1080 root 1.9
1081 root 1.10 break;
1082 root 1.9
1083 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1084 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1085 root 1.40 contr->encumbrance += tmp->weight / 1000;
1086 root 1.10
1087     case BRACERS:
1088     case FORCE:
1089     if (tmp->stats.wc)
1090     {
1091     if (best_wc < tmp->stats.wc + tmp->magic)
1092     {
1093     wc += best_wc;
1094     best_wc = tmp->stats.wc + tmp->magic;
1095     }
1096     else
1097     wc += tmp->stats.wc + tmp->magic;
1098     }
1099 root 1.19
1100 root 1.10 if (tmp->stats.ac)
1101     {
1102     if (best_ac < tmp->stats.ac + tmp->magic)
1103     {
1104     ac += best_ac; /* Remove last bonus */
1105     best_ac = tmp->stats.ac + tmp->magic;
1106     }
1107     else /* To nullify the below effect */
1108     ac += tmp->stats.ac + tmp->magic;
1109     }
1110 root 1.19
1111 root 1.10 if (tmp->stats.wc)
1112 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1113 root 1.19
1114 root 1.10 if (tmp->stats.ac)
1115 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1116 root 1.19
1117 root 1.74 if (ARMOUR_SPEED (tmp))
1118     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1119 root 1.19
1120 root 1.10 break;
1121 root 1.9 } /* switch tmp->type */
1122     } /* item is equipped */
1123     } /* for loop of items */
1124    
1125 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1126 root 1.94
1127 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1128     * have generated intermediate values which we now need to assign.
1129     */
1130    
1131     /* 'total resistance = total protections - total vulnerabilities'.
1132     * If there is an uncursed potion in effect, granting more protection
1133     * than that, we take: 'total resistance = resistance from potion'.
1134     * If there is a cursed (and no uncursed) potion in effect, we take
1135     * 'total resistance = vulnerability from cursed potion'.
1136     */
1137 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1138 root 1.9 {
1139 root 1.19 resist[i] = prot[i] - vuln[i];
1140    
1141 root 1.113 if (potion_resist[i] != -1000
1142 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1143 root 1.19 resist[i] = potion_resist[i];
1144 elmex 1.1 }
1145    
1146 root 1.19 if (type == PLAYER)
1147 root 1.9 {
1148 root 1.75 // clamp various player stats
1149     for (int i = 0; i < NUM_STATS; ++i)
1150 root 1.103 stats.stat (i) = stat_sum [i];
1151    
1152     check_stat_bounds (&stats);
1153 root 1.75
1154     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155    
1156     /* Figure out the players sp/mana/hp totals. */
1157 root 1.9 int pl_level;
1158    
1159 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1160 root 1.9
1161     /* You basically get half a con bonus/level. But we do take into account rounding,
1162     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1163     */
1164 root 1.75 stats.maxhp = 0;
1165     for (int i = 1; i <= min (10, pl_level); i++)
1166 root 1.9 {
1167 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168 root 1.19
1169     if (i % 2 && con_bonus[stats.Con] % 2)
1170 root 1.74 if (con_bonus[stats.Con] > 0)
1171     j++;
1172     else
1173     j--;
1174 root 1.19
1175     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1176 root 1.9 }
1177    
1178 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1179 elmex 1.1
1180 root 1.19 if (stats.hp > stats.maxhp)
1181     stats.hp = stats.maxhp;
1182 elmex 1.1
1183 root 1.9 /* Sp gain is controlled by the level of the player's
1184     * relevant experience object (mana_obj, see above)
1185     */
1186     /* following happen when skills system is not used */
1187     if (!mana_obj)
1188 root 1.19 mana_obj = this;
1189    
1190 root 1.9 if (!grace_obj)
1191 root 1.19 grace_obj = this;
1192    
1193 root 1.9 /* set maxsp */
1194 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1195     mana_obj = this;
1196 root 1.9
1197 root 1.19 if (mana_obj == this && type == PLAYER)
1198     stats.maxsp = 1;
1199 root 1.9 else
1200     {
1201 root 1.74 float sp_tmp = 0.f;
1202 root 1.19
1203 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1204 root 1.9 {
1205     float stmp;
1206    
1207     /* Got some extra bonus at first level */
1208     if (i < 2)
1209 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1210 root 1.9 else
1211 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1212 root 1.19
1213 root 1.74 sp_tmp += max (1.f, stmp);
1214 root 1.3 }
1215 root 1.19
1216 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1217 root 1.3 }
1218 root 1.54
1219 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1220 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1221 root 1.9
1222     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1223 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1224     grace_obj = this;
1225 root 1.9
1226 root 1.19 if (grace_obj == this && type == PLAYER)
1227     stats.maxgrace = 1;
1228 root 1.9 else
1229     {
1230     /* store grace in a float - this way, the divisions below don't create
1231     * big jumps when you go from level to level - with int's, it then
1232     * becomes big jumps when the sums of the bonuses jump to the next
1233     * step of 8 - with floats, even fractional ones are useful.
1234     */
1235 root 1.74 float sp_tmp = 0.f;
1236    
1237 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1238 root 1.9 {
1239 root 1.40 float grace_tmp = 0.f;
1240 root 1.9
1241     /* Got some extra bonus at first level */
1242     if (i < 2)
1243 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1244 root 1.9 else
1245 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1246 root 1.19
1247 root 1.74 sp_tmp += max (1.f, grace_tmp);
1248 root 1.3 }
1249 root 1.19
1250 root 1.74 /* two grace points per level after 10 */
1251     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1252 root 1.3 }
1253 root 1.54
1254 root 1.9 /* No limit on grace vs maxgrace */
1255 root 1.3
1256 root 1.19 if (contr->braced)
1257 root 1.9 {
1258     ac += 2;
1259     wc += 4;
1260 root 1.3 }
1261 root 1.9 else
1262 root 1.19 ac -= dex_bonus[stats.Dex];
1263 root 1.9
1264     /* In new exp/skills system, wc bonuses are related to
1265     * the players level in a relevant exp object (wc_obj)
1266     * not the general player level -b.t.
1267     * I changed this slightly so that wc bonuses are better
1268     * than before. This is to balance out the fact that
1269     * the player no longer gets a personal weapon w/ 1
1270     * improvement every level, now its fighterlevel/5. So
1271     * we give the player a bonus here in wc and dam
1272     * to make up for the change. Note that I left the
1273     * monster bonus the same as before. -b.t.
1274     */
1275 root 1.55 object *wc_obj = chosen_skill;
1276 root 1.9
1277 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1278 root 1.9 {
1279 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280    
1281 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1282 root 1.9 {
1283 root 1.54 /* additional wc every 6 levels */
1284 root 1.9 if (!(i % 6))
1285     wc--;
1286 root 1.37
1287 root 1.54 /* additional dam every 4 levels. */
1288 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1289     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1290 root 1.9 }
1291     }
1292     else
1293 root 1.37 wc -= level + thaco_bonus[stats.Str];
1294 root 1.9
1295 root 1.19 stats.dam += dam_bonus[stats.Str];
1296 root 1.9
1297 root 1.19 if (stats.dam < 1)
1298     stats.dam = 1;
1299 root 1.9
1300 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1301 root 1.19
1302     if (settings.search_items && contr->search_str[0])
1303     speed -= 1;
1304 root 1.9 } /* End if player */
1305    
1306     if (added_speed >= 0)
1307 root 1.40 speed += added_speed / 10.f;
1308 root 1.9 else /* Something wrong here...: */
1309 root 1.40 speed /= 1.f - added_speed;
1310 root 1.3
1311 root 1.9 /* Max is determined by armour */
1312 root 1.74 speed = min (speed, max_speed);
1313 elmex 1.1
1314 root 1.19 if (type == PLAYER)
1315 root 1.9 {
1316     /* f is a number the represents the number of kg above (positive num)
1317     * or below (negative number) that the player is carrying. If above
1318     * weight limit, then player suffers a speed reduction based on how
1319     * much above he is, and what is max carry is
1320     */
1321 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1322     if (f > 0.f)
1323 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1324 elmex 1.1 }
1325    
1326 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 root 1.78 speed *= speed_reduce_from_disease;
1328 root 1.77
1329 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1330 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1331 root 1.9 */
1332 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1333 root 1.9
1334 root 1.77 if (speed != old_speed)
1335     set_speed (speed);
1336    
1337 root 1.19 if (type == PLAYER)
1338 root 1.9 {
1339     /* (This formula was made by vidarl@ifi.uio.no)
1340     * Note that we never used these values again - basically
1341     * all of these could be subbed into one big equation, but
1342     * that would just be a real pain to read.
1343     */
1344 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1345     float M2 = max_carry[stats.Str] / 100.f;
1346     float W = weapon_weight / 20000.f;
1347 root 1.56 float s = (20 - weapon_speed) / 10.f;
1348 root 1.40 float D = (stats.Dex - 14) / 14.f;
1349     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1350    
1351 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1352 root 1.40
1353 root 1.56 if (K <= 0.01f)
1354 root 1.40 K = 0.01f;
1355    
1356 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1357 root 1.9 }
1358 root 1.19
1359 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1360 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1361     stats.dam = arch->stats.dam * 3;
1362 root 1.9
1363 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1364     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1365 root 1.9
1366     /* if for some reason the creature doesn't have any move type,
1367     * give them walking as a default.
1368     * The second case is a special case - to more closely mimic the
1369     * old behaviour - if your flying, your not walking - just
1370     * one or the other.
1371     */
1372 root 1.19 if (move_type == 0)
1373     move_type = MOVE_WALK;
1374     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1375     move_type &= ~MOVE_WALK;
1376 elmex 1.1
1377 root 1.107 // now apply the new move_type
1378     if (this->move_type != move_type)
1379     change_move_type (move_type);
1380    
1381 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1382     * so we will check that now.
1383     */
1384 root 1.101 if (is_player ())
1385     contr->update_spells ();
1386 root 1.35
1387     // update the mapspace, if we are on a map
1388     if (!flag [FLAG_REMOVED] && map)
1389     map->at (x, y).flags_ = 0;
1390 elmex 1.1 }
1391    
1392 elmex 1.96 void
1393     object::set_glow_radius (sint8 rad)
1394     {
1395     glow_radius = rad;
1396    
1397     if (is_on_map ())
1398     update_all_los (map, x, y);
1399     else if (object *env = outer_env ())
1400     {
1401     env->update_stats ();
1402    
1403     if (env->is_on_map ())
1404     update_all_los (env->map, env->x, env->y);
1405     }
1406     }
1407    
1408 elmex 1.1 /*
1409     * Returns true if the given player is a legal class.
1410     * The function to add and remove class-bonuses to the stats doesn't
1411     * check if the stat becomes negative, thus this function
1412     * merely checks that all stats are 1 or more, and returns
1413     * false otherwise.
1414     */
1415 root 1.9 int
1416     allowed_class (const object *op)
1417     {
1418 root 1.40 return op->stats.Dex > 0
1419     && op->stats.Str > 0
1420     && op->stats.Con > 0
1421     && op->stats.Int > 0
1422     && op->stats.Wis > 0
1423     && op->stats.Pow > 0
1424     && op->stats.Cha > 0;
1425 elmex 1.1 }
1426    
1427     /*
1428     * set the new dragon name after gaining levels or
1429     * changing ability focus (later this can be extended to
1430     * eventually change the player's face and animation)
1431     */
1432 root 1.9 void
1433     set_dragon_name (object *pl, const object *abil, const object *skin)
1434     {
1435     int atnr = -1; /* attacknumber of highest level */
1436     int level = 0; /* highest level */
1437 elmex 1.1 int i;
1438    
1439     /* Perhaps do something more clever? */
1440 root 1.9 if (!abil || !skin)
1441     return;
1442    
1443 elmex 1.1 /* first, look for the highest level */
1444 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1445     {
1446     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1447     {
1448     level = abil->resist[i];
1449     atnr = i;
1450     }
1451 elmex 1.1 }
1452 root 1.9
1453 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1454     or else at random */
1455 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1456 elmex 1.1 atnr = abil->stats.exp;
1457 root 1.9
1458 elmex 1.1 /* now set the new title */
1459 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1460     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1461     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1462     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1463     else
1464 root 1.9 {
1465 root 1.88 /* special titles for extra high resistance! */
1466     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1467     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1468     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1469 elmex 1.1 }
1470 root 1.9
1471     strcpy (pl->contr->own_title, "");
1472 elmex 1.1 }
1473    
1474     /*
1475     * This function is called when a dragon-player gains
1476     * an overall level. Here, the dragon might gain new abilities
1477     * or change the ability-focus.
1478     */
1479 root 1.99 static void
1480 root 1.9 dragon_level_gain (object *who)
1481     {
1482     object *abil = NULL; /* pointer to dragon ability force */
1483     object *skin = NULL; /* pointer to dragon skin force */
1484     object *tmp = NULL; /* tmp. object */
1485     char buf[MAX_BUF]; /* tmp. string buffer */
1486    
1487     /* now grab the 'dragon_ability'-forces from the player's inventory */
1488 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1489     if (tmp->type == FORCE)
1490 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1491 root 1.29 abil = tmp;
1492 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1493 root 1.29 skin = tmp;
1494    
1495 root 1.9 /* if the force is missing -> bail out */
1496     if (abil == NULL)
1497     return;
1498    
1499     /* The ability_force keeps track of maximum level ever achieved.
1500     * New abilties can only be gained by surpassing this max level
1501     */
1502     if (who->level > abil->level)
1503     {
1504     /* increase our focused ability */
1505     abil->resist[abil->stats.exp]++;
1506    
1507    
1508     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1509     {
1510     /* time to hand out a new ability-gift */
1511     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1512     }
1513    
1514     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1515     {
1516     /* apply new ability focus */
1517     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1518     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1519    
1520     abil->stats.exp = abil->last_eat;
1521     abil->last_eat = 0;
1522     }
1523    
1524     abil->level = who->level;
1525     }
1526    
1527     /* last but not least, set the new title for the dragon */
1528     set_dragon_name (who, abil, skin);
1529 elmex 1.1 }
1530    
1531     /* Handy function - given the skill name skill_name, we find the skill
1532     * archetype/object, set appropriate values, and insert it into
1533     * the object (op) that is passed.
1534     * We return the skill - this makes it easier for calling functions that
1535     * want to do something with it immediately.
1536     */
1537 root 1.9 object *
1538     give_skill_by_name (object *op, const char *skill_name)
1539 elmex 1.1 {
1540 root 1.9 object *skill_obj;
1541 elmex 1.1
1542 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1543     if (!skill_obj)
1544     {
1545 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1546 root 1.9 return NULL;
1547     }
1548 root 1.55
1549 root 1.9 /* clear the flag - exp goes into this bucket, but player
1550     * still doesn't know it.
1551     */
1552     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1553     skill_obj->stats.exp = 0;
1554     skill_obj->level = 1;
1555 root 1.89 op->insert (skill_obj);
1556 root 1.26
1557 root 1.57 if (player *pl = op->contr)
1558 root 1.89 pl->link_skills ();
1559 root 1.26
1560 root 1.9 return skill_obj;
1561 elmex 1.1 }
1562    
1563     /* player_lvl_adj() - for the new exp system. we are concerned with
1564     * whether the player gets more hp, sp and new levels.
1565     * Note this this function should only be called for players. Monstes
1566     * don't really gain levels
1567     * who is the player, op is what we are checking to gain the level
1568     * (eg, skill)
1569     */
1570 root 1.9 void
1571     player_lvl_adj (object *who, object *op)
1572     {
1573     char buf[MAX_BUF];
1574 root 1.73 bool changed = false;
1575 root 1.9
1576     if (!op) /* when rolling stats */
1577     op = who;
1578    
1579 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1580 root 1.9 {
1581 root 1.73 changed = true;
1582    
1583 root 1.9 op->level++;
1584    
1585 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1586 root 1.9 dragon_level_gain (who);
1587    
1588     /* Only roll these if it is the player (who) that gained the level */
1589     if (op == who && (who->level < 11) && who->type == PLAYER)
1590     {
1591     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1592     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1593     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1594     }
1595    
1596     if (op->level > 1)
1597     {
1598     if (op->type != PLAYER)
1599 root 1.73 {
1600     who->contr->play_sound (sound_find ("skill_up"));
1601     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602     }
1603 root 1.9 else
1604 root 1.73 {
1605     who->contr->play_sound (sound_find ("level_up"));
1606     sprintf (buf, "You are now level %d.", op->level);
1607     }
1608 root 1.54
1609 root 1.9 if (who)
1610     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1611     }
1612 root 1.73 }
1613 root 1.54
1614 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1615 root 1.9 {
1616 root 1.73 changed = true;
1617    
1618 root 1.9 op->level--;
1619 root 1.54
1620 root 1.9 if (op->type != PLAYER)
1621     {
1622     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1624 root 1.3 }
1625 root 1.73 }
1626 root 1.54
1627 root 1.73 if (changed)
1628 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1629 elmex 1.1 }
1630    
1631     /*
1632     * Returns how much experience is needed for a player to become
1633     * the given level. level should really never exceed max_level
1634     */
1635    
1636 root 1.9 sint64
1637     level_exp (int level, double expmul)
1638     {
1639     if (level > settings.max_level)
1640     return (sint64) (expmul * levels[settings.max_level]);
1641 root 1.40
1642 root 1.9 return (sint64) (expmul * levels[level]);
1643 elmex 1.1 }
1644    
1645     /*
1646     * Ensure that the permanent experience requirements in an exp object are met.
1647     * This really just checks 'op to make sure the perm_exp value is within
1648     * proper range. Note that the checking of what is passed through
1649     * has been reduced. Since there is now a proper field for perm_exp,
1650     * this can now work on a much larger set of objects.
1651     */
1652 root 1.9 void
1653     calc_perm_exp (object *op)
1654 elmex 1.1 {
1655 root 1.9 int p_exp_min;
1656    
1657     /* Ensure that our permanent experience minimum is met.
1658     * permenent_exp_ratio is an integer percentage, we divide by 100
1659     * to get the fraction */
1660     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1661    
1662     if (op->perm_exp < p_exp_min)
1663     op->perm_exp = p_exp_min;
1664    
1665     /* Cap permanent experience. */
1666     if (op->perm_exp < 0)
1667     op->perm_exp = 0;
1668     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1669     op->perm_exp = MAX_EXPERIENCE;
1670 elmex 1.1 }
1671    
1672     /* Add experience to a player - exp should only be positive.
1673     * Updates permanent exp for the skill we are adding to.
1674     * skill_name is the skill to add exp to. Skill name can be
1675     * NULL, in which case exp increases the players general
1676     * total, but not any particular skill.
1677     * flag is what to do if the player doesn't have the skill:
1678     */
1679 root 1.9 static void
1680     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1681 elmex 1.1 {
1682 root 1.90 object *skill_obj;
1683 elmex 1.4 sint64 limit, exp_to_add;
1684     int i;
1685    
1686     /* prevents some forms of abuse. */
1687     if (op->contr->braced)
1688 root 1.46 exp /= 5;
1689 elmex 1.4
1690     /* Try to find the matching skill.
1691     * We do a shortcut/time saving mechanism first - see if it matches
1692 root 1.46 * chosen_skill. This means we don't need to search through
1693 elmex 1.4 * the players inventory.
1694     */
1695 root 1.90 skill_obj = 0;
1696    
1697 elmex 1.4 if (skill_name)
1698     {
1699 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1700    
1701     /* Player doesn't have the skill. Check to see what to do, and give
1702     * it to the player if necessary
1703     */
1704     if (!skill_obj)
1705 elmex 1.4 {
1706 root 1.90 if (flag == SK_EXP_NONE)
1707     return;
1708    
1709     if (flag == SK_EXP_ADD_SKILL)
1710     skill_obj = give_skill_by_name (op, skill_name);
1711 root 1.3 }
1712 elmex 1.1 }
1713    
1714 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1715     {
1716     /* Basically, you can never gain more experience in one shot
1717     * than half what you need to gain for next level.
1718     */
1719     exp_to_add = exp;
1720     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1721     if (exp_to_add > limit)
1722     exp_to_add = limit;
1723    
1724 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1725 elmex 1.4 if (settings.permanent_exp_ratio)
1726     {
1727 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1728 elmex 1.4 calc_perm_exp (op);
1729     }
1730    
1731     player_lvl_adj (op, NULL);
1732     }
1733    
1734     if (skill_obj)
1735     {
1736     exp_to_add = exp;
1737     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1738     if (exp_to_add > limit)
1739     exp_to_add = limit;
1740    
1741     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1742     if (settings.permanent_exp_ratio)
1743     {
1744 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1745 elmex 1.4 calc_perm_exp (skill_obj);
1746     }
1747 elmex 1.1
1748 elmex 1.4 player_lvl_adj (op, skill_obj);
1749 elmex 1.1 }
1750     }
1751    
1752     /* This function checks to make sure that object 'op' can
1753 root 1.93 * lose 'exp' experience. It returns the amount of exp
1754 elmex 1.1 * object 'op' can in fact lose - it basically makes
1755     * adjustments based on permanent exp and the like.
1756     * This function should always be used for losing experience -
1757     * the 'exp' value passed should be positive - this is the
1758     * amount that should get subtract from the player.
1759     */
1760 root 1.99 static sint64
1761 root 1.9 check_exp_loss (const object *op, sint64 exp)
1762 elmex 1.1 {
1763 root 1.9 sint64 del_exp;
1764 elmex 1.1
1765 root 1.9 if (exp > op->stats.exp)
1766     exp = op->stats.exp;
1767 root 1.93
1768 root 1.9 if (settings.permanent_exp_ratio)
1769     {
1770     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771 root 1.93
1772 root 1.9 if (del_exp < 0)
1773     del_exp = 0;
1774 root 1.93
1775 root 1.9 if (exp > del_exp)
1776     exp = del_exp;
1777 elmex 1.1 }
1778 root 1.93
1779 root 1.9 return exp;
1780 elmex 1.1 }
1781    
1782 root 1.9 sint64
1783     check_exp_adjust (const object *op, sint64 exp)
1784 elmex 1.1 {
1785 root 1.9 if (exp < 0)
1786     return check_exp_loss (op, exp);
1787     else
1788 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1789 elmex 1.1 }
1790    
1791     /* Subtracts experience from player.
1792     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1793     * only subtract from the matching skill. Otherwise,
1794     * this subtracts a portion from all
1795     * skills the player has. Eg, if we figure the player is losing 10%
1796     * of his total exp, what happens is he loses 10% from all his skills.
1797     * Note that if permanent exp is used, player may not in fact lose
1798     * as much as listed. Eg, if player has gotten reduced to the point
1799     * where everything is at the minimum perm exp, he would lose nothing.
1800     * exp is the amount of exp to subtract - thus, it should be
1801     * a postive number.
1802     */
1803 root 1.9 static void
1804     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1805 elmex 1.1 {
1806 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1807     object *tmp;
1808     sint64 del_exp;
1809    
1810     for (tmp = op->inv; tmp; tmp = tmp->below)
1811     if (tmp->type == SKILL && tmp->stats.exp)
1812     {
1813 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1814 root 1.9 {
1815     del_exp = check_exp_loss (tmp, exp);
1816     tmp->stats.exp -= del_exp;
1817     player_lvl_adj (op, tmp);
1818     }
1819     else if (flag != SK_SUBTRACT_SKILL_EXP)
1820     {
1821     /* only want to process other skills if we are not trying
1822     * to match a specific skill.
1823     */
1824     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1825     tmp->stats.exp -= del_exp;
1826     player_lvl_adj (op, tmp);
1827     }
1828     }
1829 root 1.35
1830 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1831     {
1832     del_exp = check_exp_loss (op, exp);
1833     op->stats.exp -= del_exp;
1834     player_lvl_adj (op, NULL);
1835 elmex 1.1 }
1836     }
1837    
1838     /* change_exp() - changes experience to a player/monster. This
1839     * does bounds checking to make sure we don't overflow the max exp.
1840     *
1841     * The exp passed is typically not modified much by this function -
1842     * it is assumed the caller has modified the exp as needed.
1843     * skill_name is the skill that should get the exp added.
1844     * flag is what to do if player doesn't have the skill.
1845     * these last two values are only used for players.
1846     */
1847 root 1.9 void
1848     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1849     {
1850 elmex 1.1 #ifdef EXP_DEBUG
1851 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1852 elmex 1.1 #endif
1853    
1854 root 1.9 /* safety */
1855     if (!op)
1856     {
1857     LOG (llevError, "change_exp() called for null object!\n");
1858     return;
1859     }
1860    
1861     /* if no change in exp, just return - most of the below code
1862     * won't do anything if the value is 0 anyways.
1863     */
1864     if (exp == 0)
1865     return;
1866    
1867     /* Monsters are easy - we just adjust their exp - we
1868     * don't adjust level, since in most cases it is unrelated to
1869     * the exp they have - the monsters exp represents what its
1870     * worth.
1871     */
1872     if (op->type != PLAYER)
1873     {
1874     /* Sanity check */
1875     if (!QUERY_FLAG (op, FLAG_ALIVE))
1876     return;
1877    
1878     /* reset exp to max allowed value. We subtract from
1879     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1880     * more than max exp, just return.
1881     */
1882     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1883     {
1884     exp = MAX_EXPERIENCE - op->stats.exp;
1885     if (exp < 0)
1886     return;
1887 root 1.3 }
1888 elmex 1.1
1889 root 1.9 op->stats.exp += exp;
1890 elmex 1.1 }
1891 root 1.9 else
1892     { /* Players only */
1893     if (exp > 0)
1894     add_player_exp (op, exp, skill_name, flag);
1895     else
1896     /* note that when you lose exp, it doesn't go against
1897     * a particular skill, so we don't need to pass that
1898     * along.
1899     */
1900 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1901 elmex 1.1 }
1902     }
1903    
1904     /* Applies a death penalty experience, the size of this is defined by the
1905     * settings death_penalty_percentage and death_penalty_levels, and by the
1906     * amount of permenent experience, whichever gives the lowest loss.
1907     */
1908 root 1.9 void
1909     apply_death_exp_penalty (object *op)
1910     {
1911     sint64 loss;
1912     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1913     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1914    
1915 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1917     {
1918     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1919 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1920 root 1.9
1921     /* With the revised exp system, you can get cases where
1922     * losing several levels would still require that you have more
1923     * exp than you currently have - this is true if the levels
1924     * tables is a lot harder.
1925     */
1926     if (level_loss < 0)
1927     level_loss = 0;
1928 root 1.3
1929 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1930 root 1.3
1931 root 1.9 tmp->stats.exp -= loss;
1932     player_lvl_adj (op, tmp);
1933     }
1934 elmex 1.1
1935 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1936 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1937 root 1.55
1938 root 1.9 if (level_loss < 0)
1939     level_loss = 0;
1940 root 1.93
1941     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1942 elmex 1.1
1943 root 1.9 op->stats.exp -= loss;
1944     player_lvl_adj (op, NULL);
1945 elmex 1.1 }
1946    
1947     /* This function takes an object (monster/player, op), and
1948     * determines if it makes a basic save throw by looking at the
1949     * save_throw table. level is the effective level to make
1950     * the save at, and bonus is any plus/bonus (typically based on
1951     * resistance to particular attacktype.
1952     * Returns 1 if op makes his save, 0 if he failed
1953     */
1954 root 1.9 int
1955     did_make_save (const object *op, int level, int bonus)
1956 elmex 1.1 {
1957 root 1.9 if (level > MAX_SAVE_LEVEL)
1958     level = MAX_SAVE_LEVEL;
1959 elmex 1.1
1960 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1961     return 0;
1962 root 1.19
1963 root 1.9 return 1;
1964 elmex 1.1 }